/***
*
*	Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*	
*	This product contains software technology licensed from Id 
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*	All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/
//
// Health.cpp
//
// implementation of CHudHealth class
//

#include "hud.h"
#include "utils.h"
#include "parsemsg.h"

DECLARE_MESSAGE( m_Health, Health )
DECLARE_MESSAGE( m_Health, Damage )

#define PAIN_NAME	"sprites/640_pain.spr"
#define DAMAGE_NAME	"sprites/%d_dmg.spr"

int giDmgHeight, giDmgWidth;

int giDmgFlags[NUM_DMG_TYPES] = 
{
	DMG_POISON,
	DMG_ACID,
	DMG_FREEZE|DMG_SLOWFREEZE,
	DMG_DROWN,
	DMG_BURN|DMG_SLOWBURN,
	DMG_NERVEGAS, 
	DMG_RADIATION,
	DMG_SHOCK,
	DMG_NUCLEAR
};

int CHudHealth::Init( void )
{
	HOOK_MESSAGE( Health );
	HOOK_MESSAGE( Damage );
	m_iHealth = 100;
	m_fFade = 0;
	m_iFlags = 0;
	m_bitsDamage = 0;
	m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
	giDmgHeight = 0;
	giDmgWidth = 0;

	memset( m_dmg, 0, sizeof( m_dmg ));

	gHUD.AddHudElem( this );

	return 1;
}

void CHudHealth::Reset( void )
{
	// make sure the pain compass is cleared when the player respawns
	m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;

	// force all the flashing damage icons to expire
	m_bitsDamage = 0;

	for( int i = 0; i < NUM_DMG_TYPES; i++ )
	{
		m_dmg[i].fExpire = 0;
	}
}

int CHudHealth::VidInit( void )
{
	m_i_hSprite = 0;

	m_HUD_dmg_bio = gHUD.GetSpriteIndex( "dmg_bio" ) + 1;
	m_HUD_cross = gHUD.GetSpriteIndex( "cross" );

	giDmgHeight = gHUD.GetSpriteRect( m_HUD_dmg_bio ).right - gHUD.GetSpriteRect( m_HUD_dmg_bio ).left;
	giDmgWidth = gHUD.GetSpriteRect( m_HUD_dmg_bio ).bottom - gHUD.GetSpriteRect( m_HUD_dmg_bio ).top;
	return 1;
}

int CHudHealth:: MsgFunc_Health( const char *pszName,  int iSize, void *pbuf )
{
	// TODO: update local health data
	BEGIN_READ( pszName, pbuf, iSize );

	int x = READ_BYTE();
	m_iFlags |= HUD_ACTIVE;

	// Only update the fade if we've changed health
	if( x != m_iHealth )
	{
		m_fFade = FADE_TIME;
		m_iHealth = x;
	}

	END_READ();

	return 1;
}

int CHudHealth:: MsgFunc_Damage(const char *pszName,  int iSize, void *pbuf )
{
	BEGIN_READ( pszName, pbuf, iSize );

	int armor = READ_BYTE();	// armor
	int damageTaken = READ_BYTE();// health
	long bitsDamage = READ_LONG();// damage bits

	Vector vecFrom;

	for( int i = 0 ; i < 3 ; i++)
		vecFrom[i] = READ_COORD();

	UpdateTiles( gHUD.m_flTime, bitsDamage );

	// Actually took damage?
	if( damageTaken > 0 || armor > 0 )
		CalcDamageDirection( vecFrom );

	END_READ();

	return 1;
}

// Returns back a color from the
// Green <-> Yellow <-> Red ramp
void CHudHealth::GetPainColor( int &r, int &g, int &b )
{
	int iHealth = m_iHealth;

	if( iHealth > 25)
		iHealth -= 25;
	else if( iHealth < 0 )
		iHealth = 0;

	if( m_iHealth > 25 )
	{
		UnpackRGB( r, g, b, gHUD.m_iHUDColor );
	}
	else
	{
		r = 250;
		g = 0;
		b = 0;
	}
}

int CHudHealth::Draw( float flTime )
{
	int r, g, b;
	int a = 0, x, y;
	int HealthWidth;

	if(( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) || gEngfuncs.IsSpectateOnly() )
		return 1;

	if( !m_i_hSprite )
		m_i_hSprite = LoadSprite( PAIN_NAME );
	
	// Has health changed? Flash the health #
	if( m_fFade )
	{
		m_fFade -= (gHUD.m_flTimeDelta * 20);
		if( m_fFade <= 0 )
		{
			a = MIN_ALPHA;
			m_fFade = 0;
		}

		// Fade the health number back to dim
		a = MIN_ALPHA +  (m_fFade/FADE_TIME) * 128;

	}
	else
	{
		a = MIN_ALPHA;
	}
	
	// If health is getting low, make it bright red
	if( m_iHealth <= 15 )
		a = 255;
		
	GetPainColor( r, g, b );
	ScaleColors( r, g, b, a );

	// Only draw health if we have the suit.
	if (gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)))
	{
		HealthWidth = gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).right - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).left;
		int CrossWidth = gHUD.GetSpriteRect( m_HUD_cross ).right - gHUD.GetSpriteRect( m_HUD_cross ).left;

		y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
		x = CrossWidth /2;

		SPR_Set( gHUD.GetSprite(m_HUD_cross ), r, g, b );
		SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect( m_HUD_cross ));

		x = CrossWidth + HealthWidth / 2;

		x = gHUD.DrawHudNumber( x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iHealth, r, g, b );

		x += HealthWidth / 2;

		int iHeight = gHUD.m_iFontHeight;
		int iWidth = HealthWidth / 10;

		UnpackRGB( r, g, b, gHUD.m_iHUDColor );
		FillRGBA( x, y, iWidth, iHeight, r, g, b, a );
	}

	DrawDamage( flTime );
	return DrawPain( flTime );
}

void CHudHealth::CalcDamageDirection( Vector vecFrom )
{
	Vector	forward, right, up;
	float	side, front;
	Vector	vecOrigin, vecAngles;

	if( vecFrom == g_vecZero )
	{
		m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
		return;
	}

	vecOrigin = gHUD.m_vecOrigin;
	vecAngles = gHUD.m_vecAngles;

	vecFrom -= vecOrigin;

	float flDistToTarget = vecFrom.Length();

	vecFrom = vecFrom.Normalize();
	AngleVectors( vecAngles, forward, right, up );

	front = DotProduct( vecFrom, right );
	side = DotProduct( vecFrom, forward );

	if( flDistToTarget <= 50.0f )
	{
		m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 1;
	}
	else 
	{
		if( side > 0.0f )
		{
			if( side > 0.3f )
				m_fAttackFront = max( m_fAttackFront, side );
		}
		else
		{
			float f = fabs( side );
			if( f > 0.3f )
				m_fAttackRear = max( m_fAttackRear, f );
		}

		if( front > 0.0f )
		{
			if( front > 0.3f )
				m_fAttackRight = max( m_fAttackRight, front );
		}
		else
		{
			float f = fabs( front );
			if( f > 0.3f )
				m_fAttackLeft = max( m_fAttackLeft, f );
		}
	}
}

int CHudHealth::DrawPain( float flTime )
{
	if( !( m_fAttackFront || m_fAttackRear || m_fAttackLeft || m_fAttackRight ))
		return 1;

	int r, g, b;
	int x, y, a, shade;

	// TODO:  get the shift value of the health
	a = 255;	// max brightness until then

	float fFade = gHUD.m_flTimeDelta * 2;
	
	// SPR_Draw top
	if( m_fAttackFront > 0.4f )
	{
		GetPainColor( r, g, b );
		shade = a * max( m_fAttackFront, 0.5f );
		ScaleColors( r, g, b, shade );
		SPR_Set( m_i_hSprite, r, g, b );

		x = ScreenWidth / 2 - SPR_Width( m_i_hSprite, 0 ) / 2;
		y = ScreenHeight / 2 - SPR_Height( m_i_hSprite, 0 ) * 3;
		SPR_DrawAdditive( 0, x, y, NULL );
		m_fAttackFront = max( 0, m_fAttackFront - fFade );
	}
	else
	{
		m_fAttackFront = 0;
	}

	if( m_fAttackRight > 0.4f )
	{
		GetPainColor( r, g, b );
		shade = a * max( m_fAttackRight, 0.5f );
		ScaleColors( r, g, b, shade );
		SPR_Set( m_i_hSprite, r, g, b );

		x = ScreenWidth / 2 + SPR_Width( m_i_hSprite, 1 ) * 2;
		y = ScreenHeight / 2 - SPR_Height( m_i_hSprite, 1 ) / 2;
		SPR_DrawAdditive( 1, x, y, NULL );
		m_fAttackRight = max( 0, m_fAttackRight - fFade );
	}
	else
	{
		m_fAttackRight = 0;
	}

	if( m_fAttackRear > 0.4f )
	{
		GetPainColor( r, g, b );
		shade = a * max( m_fAttackRear, 0.5f );
		ScaleColors( r, g, b, shade );
		SPR_Set( m_i_hSprite, r, g, b );

		x = ScreenWidth / 2 - SPR_Width( m_i_hSprite, 2 ) / 2;
		y = ScreenHeight / 2 + SPR_Height( m_i_hSprite, 2 ) * 2;
		SPR_DrawAdditive( 2, x, y, NULL );
		m_fAttackRear = max( 0, m_fAttackRear - fFade );
	}
	else
	{
		m_fAttackRear = 0;
	}

	if( m_fAttackLeft > 0.4f )
	{
		GetPainColor( r, g, b );
		shade = a * max( m_fAttackLeft, 0.5f );
		ScaleColors( r, g, b, shade );
		SPR_Set( m_i_hSprite, r, g, b );

		x = ScreenWidth / 2 - SPR_Width( m_i_hSprite, 3 ) * 3;
		y = ScreenHeight / 2 - SPR_Height( m_i_hSprite, 3 ) / 2;
		SPR_DrawAdditive( 3, x, y, NULL );

		m_fAttackLeft = max( 0, m_fAttackLeft - fFade );
	}
	else
	{
		m_fAttackLeft = 0;
	}

	return 1;
}

int CHudHealth::DrawDamage( float flTime )
{
	int r, g, b, a;
	DAMAGE_IMAGE *pdmg;

	if( !m_bitsDamage )
		return 1;

	UnpackRGB( r, g, b, gHUD.m_iHUDColor );
	
	a = (int)( fabs( sin( flTime * 2 )) * 256.0f );

	ScaleColors( r, g, b, a );

	// Draw all the items
	// for( int i = 0; i < NUM_DMG_TYPES; i++ ) // Fograin92: compile fix
	int i = 0;
	for( i = 0; i < NUM_DMG_TYPES; i++ )
	{
		if( m_bitsDamage & giDmgFlags[i] )
		{
			pdmg = &m_dmg[i];
			SPR_Set( gHUD.GetSprite( m_HUD_dmg_bio + i ), r, g, b );
			SPR_DrawAdditive( 0, pdmg->x, pdmg->y, &gHUD.GetSpriteRect( m_HUD_dmg_bio + i ));
		}
	}

	// check for bits that should be expired
	for( i = 0; i < NUM_DMG_TYPES; i++ )
	{
		DAMAGE_IMAGE *pdmg = &m_dmg[i];

		if( m_bitsDamage & giDmgFlags[i] )
		{
			pdmg->fExpire = min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire );

			if ( pdmg->fExpire <= flTime		// when the time has expired
				&& a < 40 )		// and the flash is at the low point of the cycle
			{
				pdmg->fExpire = 0;

				int y = pdmg->y;
				pdmg->x = pdmg->y = 0;

				// move everyone above down
				for( int j = 0; j < NUM_DMG_TYPES; j++ )
				{
					pdmg = &m_dmg[j];
					if(( pdmg->y ) && ( pdmg->y < y ))
						pdmg->y += giDmgHeight;
				}

				m_bitsDamage &= ~giDmgFlags[i];  // clear the bits
			}
		}
	}

	return 1;
}
 

void CHudHealth::UpdateTiles( float flTime, long bitsDamage )
{	
	DAMAGE_IMAGE *pdmg;

	// Which types are new?
	long bitsOn = ~m_bitsDamage & bitsDamage;
	
	for( int i = 0; i < NUM_DMG_TYPES; i++)
	{
		pdmg = &m_dmg[i];

		// Is this one already on?
		if( m_bitsDamage & giDmgFlags[i] )
		{
			pdmg->fExpire = flTime + DMG_IMAGE_LIFE; // extend the duration
			if( !pdmg->fBaseline )
				pdmg->fBaseline = flTime;
		}

		// Are we just turning it on?
		if( bitsOn & giDmgFlags[i] )
		{
			// put this one at the bottom
			pdmg->x = giDmgWidth / 8;
			pdmg->y = ScreenHeight - giDmgHeight * 2;
			pdmg->fExpire=flTime + DMG_IMAGE_LIFE;
			
			// move everyone else up
			for( int j = 0; j < NUM_DMG_TYPES; j++ )
			{
				if( j == i )
					continue;

				pdmg = &m_dmg[j];
				if( pdmg->y )
					pdmg->y -= giDmgHeight;

			}

			pdmg = &m_dmg[i];
		}	
	}	

	// damage bits are only turned on here;  they are turned off when the draw time has expired (in DrawDamage())
	m_bitsDamage |= bitsDamage;
}
